Location Based Restrictions On Networked Gaming

ABSTRACT

Systems, methods and software for multi-player electronic gaming are described. One embodiment includes a system for multi-player electronic gaming, the system including at least one gaming client configured to accept a selection of at least one gaming option from a player, and allow the player to play a game based on the selection of the at least one gaming option. The system includes an administration server configured to: receive the selection of the at least one gaming option from the at least one gaming client, and initiate the game for the player based on the selection of the at least one gaming option. The system includes at least one gaming server configured to run the game and transmit data about the game to the administration server.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application is a continuation of U.S. patent applicationSer. No. 16/841,081, filed on Apr. 6, 2020, entitled “Location BasedRestrictions On Networked Gaming”; which is a continuation of U.S.application Ser. No. 15/982,576, filed on May 17, 2018, entitled“Location Based Restrictions On Networked Gaming,” and issued as U.S.Pat. No. 10,614,657 on Apr. 7, 2020; which is a continuation of U.S.patent application Ser. No. 15/444,409, filed on Feb. 28, 2017, entitled“Location Based Restrictions On Networked Gaming,” and issued as U.S.Pat. No. 9,978,205 on May 22, 2018; which is a continuation of U.S.patent application Ser. No. 12/488,241, filed on Jun. 19, 2009, entitled“Systems And Methods for Peer-To-Peer Gaming,” and issued as U.S. Pat.No. 9,613,498 on Apr. 4, 2017; which claims priority to U.S. ProvisionalPatent Application No. 61/074,572, filed Jun. 20, 2008, entitled“Systems And Methods For Peer-To-Peer Gaming”; each of which isincorporated by reference herein in its entirety.

FIELD OF THE INVENTION

The present invention relates to systems and methods for peer-to-peergaming. In particular, but not by way of limitation, the presentinvention relates to systems and methods for skill-based peer-to-peergaming.

BACKGROUND

Skill-based games are, for example, games that allow users to competefor money or points either in a one-on-one manner or in a multiplayertournament environment. These games differ from traditional gambling inthat the games are based primarily on skill and are less influenced bychance.

Most skill-based games fall into four general categories:

-   -   Arcade/Video Games—Arcade games are games that involve quick        fingers and quick thinking. These games are basically sped-up        puzzle games. Arcade skill-based games include games based on        football, basketball, car racing or other sports.    -   Puzzle Games—Puzzle games are games that rely on logic abilities        and require the user to solve certain types of puzzles. While        not as fast-paced as arcade games, these games often come with a        time limit. Popular puzzle games include games that require        modification of objects and their locations to create a        particular result.    -   Word Games—Word games are games that are basically puzzle games        using word problems, like rearranging letters to make words.    -   Trivia Games—Trivia games are games that test the user's        knowledge of trivia in specific categories or in general.

Some skill-based games heavily modify the game play of “regular” casualgames such as solitaire or in order to remove as many random events aspossible. The analogy is that the influence of chance in a skill-basedgame should not exceed the influence of chance in any other pro sportcompetition, such as golf or football. For example, in a skill-basedSolitaire competition, the players could be given the same cards in thesame order so that the final score can be fairly compared.

Skill-based games have been, and continue to be, offered on internetwebsites where users are allowed to compete for points and/or money.Like poker sites, skill-based game sites take a rake from peer-to-peerand tournament games, but unlike casino games or games of chance, theoutcome of a skill game is predominantly determined by the user's skilllevel. Moreover, unlike traditional games such as poker, skill-basedgaming is not offered in casinos or other closed system markets.

Although present devices are functional, they are not sufficientlyaccurate or otherwise satisfactory. Accordingly, a system and method areneeded to address the shortfalls of present technology and to provideother new and innovative features.

SUMMARY

Exemplary embodiments of the present invention that are shown in thedrawings are summarized below. These and other embodiments are morefully described in the Detailed Description section. It is to beunderstood, however, that there is no intention to limit the inventionto the forms described in this Summary of the Invention or in theDetailed Description. One skilled in the art can recognize that thereare numerous modifications, equivalents and alternative constructionsthat fall within the spirit and scope of the invention as expressedherein.

The present invention can provide a system and method for peer-to-peergaming. In one exemplary embodiment, the present invention can include amethod for peer-to-peer gaming. For one method, a plurality of gameoptions are provided to a first player through a peer-to-peer gamingsystem. The first player then makes a game selection from the pluralityof game options which is received by the system. In some embodiments,the game options could include skill-based game options. In addition,the method could include providing to the first player a plurality ofcompetitor player options, wherein the plurality of competitor playeroptions includes at least a second player. The first player and thesecond player could also be provided with an interface to select a wageramount. The wager amount selection, and a corresponding wager, could bereceived from the first player and the second player. The first andsecond players could further be provided the game selection for gameplay. A game result could also be determined based on the first player'sand second player's game play. This game result could also be receivedby the peer-to-peer gaming system. Based on the game result, the methodcould include providing a credit to a winner determined by the gameresult. In some embodiments, the wager amount is a monetary wager amountand the credit to the winner would be a monetary credit.

In another exemplary embodiment, the present invention can include asystem for peer-to-peer gaming. In one example, the exemplary systemcould include a plurality of user interfaces, including at least a firstuser interface and a second user interface. These user interfaces couldbe connected to a peer-to-peer platform. In addition, the peer-to-peerplatform could be connected to a game server, where the game serverincludes a plurality of game options. For one embodiment, thepeer-to-peer platform could be configured to assist a first user at thefirst user interface in locating a second user at the second userinterface. In addition, the peer-to-peer platform could be configured toassist the first user and second user to agree upon a wager amount, andcompete in one of the plurality of game options. In some embodiments,the first user and the second user compete in one of the plurality ofgame options for a prize amount wherein the prize amount comprises thewager amounts less a house take.

As previously stated, the above-described embodiments andimplementations are for illustration purposes only. Numerous otherembodiments, implementations, and details of the invention are easilyrecognized by those of skill in the art from the following descriptions.

BRIEF DESCRIPTION OF THE DRAWINGS

Various objects and advantages and a more complete understanding of thepresent invention are apparent and more readily appreciated by referenceto the following Detailed Description when taken in conjunction with theaccompanying Drawings.

FIG. 1 illustrates a high level network architecture of an exemplaryembodiment of a system for peer-to-peer gaming.

FIG. 2 illustrates an exemplary representation of software modules thatcould be used by and with a peer-to-peer platform consistent with thepresent invention.

FIG. 3 illustrates exemplary depictions of user-interface screensconsistent with the present invention.

FIG. 4 illustrates another exemplary representation of software modulesthat could be used by and with a peer-to-peer platform consistent withthe present invention.

FIG. 5 illustrates one method by which a system could implementpeer-to-peer gaming consistent with the present invention.

FIG. 6 illustrates one method of determining and paying a player'swinnings after a game has been played.

FIG. 7 illustrates one method of initiating a game for a player.

FIG. 8 illustrates one method by which a system could implementpeer-to-peer gaming consistent with the present invention.

FIG. 9 illustrates one method by which a system could match compatibleplayers and competitors in a system of peer-to-peer gaming consistentwith the present invention.

FIG. 10 illustrates one method by which a system could implement adelayed tournament consistent with the present invention.

FIG. 11 illustrates one method by which a system could create a list ofavailable gaming options for a player in a system of peer-to-peer gamingconsistent with the present invention.

FIG. 12 illustrates one method by which a system could modify the listof available gaming options for a player to reduce risk in a system ofpeer-to-peer gaming consistent with the present invention.

DETAILED DESCRIPTION

Referring now to the drawings and in particular to the network layout inFIG. 1, it illustrates an exemplary embodiment of a high level networkarchitecture of an embodiment of the present invention. The arrangementis logical and not meant to be an actual hardware design. Thus, thecomponents can be combined or further separated in an actualimplementation. As shown in FIG. 1, in one embodiment, a Gaming Client310 and Administration Server 100 are connected over a Network 111. TheGaming Client 310 represents the hardware and included software that isused by individual users, or players, who want to participate inpeer-to-peer gaming including peer-to-peer skill-based gaming. Forexample, a player could be provided, or use, various embodiments of thepresent invention, including Touch Screen Kiosks, Palmtops, PDAs,Wireless Tablets, or Slot/Video Machines. In one embodiment, the GamingClient 310 is a custom built end-user interface that utilizes currentlydeployed equipment on the casino floor such as Wireless Handhelddevices, Kiosks and Interactive TVs. The interface of the Gaming Client310 is customizable for visual consistency with an existing framework.For example, the interface could be adapted to run on an existing slotmachine. In one embodiment of the present invention, the invention wouldallow for slot machine games to run on the client during certain periodsof time, while allowing peer-to-peer gaming on the client at otherperiods of time. In yet another embodiment, the client could offerpeer-to-peer gaming options, different slot machine type options andvarious other games for consumer choice. In this way, casinos, hotelsand similar establishments would be able to provide a high level offlexibility in gaming options, while simplifying the hardware andsoftware infrastructure. Other options, variations and modifications arepossible.

In FIG. 1, the Gaming Client 310 is shown connected to theAdministration Server 100 via a Network 111. In one embodiment, theNetwork 111 could be a Local Area Network (LAN) limited to a singlecasino, hotel, or other establishment. In another embodiment, theNetwork 111 could comprise a Wide Area Network (WAN) linking numerouscasinos within a gaming jurisdiction (e.g., the state of Nevada or anIndian Reservation). In yet another example, a LAN could be used toconnect various casinos spaced relatively close together, such as in LasVegas. The Gaming Client 310 and the Administration Server 100 areconnected to the Network 111 through communications interfaces. Thisinterface could be a network interface that is suited for the Network111. The features and functions of this network will depend on where andhow the system is implemented. Those skilled in the art will realizevarious modifications and variations consistent with the presentinvention.

In one exemplary embodiment, the Administration Server 100 could belocated in the same location as the Gaming Client 310. In anotherembodiment, the Administration Server 100 could be located in a remotelocation. In yet another embodiment, the Administration Server 100 couldbe located in a central location with the Gaming Client 310 at anotherlocation. The type of connection between the server and client, whetherwireless or wired, on an Ethernet, etc., will vary depending on theimplementation of the system. Those skilled in the art will be aware ofmany modifications and variations allowed by the present invention.

In FIG. 1, the Administration Server 100 is also shown connected toExisting Systems 330, Back Office Systems 340, and Gaming Server 320 viaNetwork 112. The Existing Systems 330 may include current casino gamingsystems or payout systems. The Back Office Systems 340 may includeAccounting Systems 350 or Other Systems 360. The Gaming Server 320contains the games that are run by the Gaming Client 310. Note that theGaming Server 320 could be one server or a set of servers. Any of theExisting Systems 330, Back Office Systems 340, or Gaming Server 320could be housed in one machine or across a number of machines. Thoseskilled in the art will be aware of many modification and variationsallowed by the present invention.

There are many ways that the player could play a game on the GamingClient 310. In one exemplary embodiment, a game would be deployed on aclient using an HTTP/web server and a web browser client. The HTTP/webserver could communicate with the Administration Server 100 and theserver would serve/distribute the interface to each client using anyavailable browser/Client Side technologies like but not limited to:HTML, JavaScript, DHTML, AJAX, Flash, Shockwave, Java, Active X,Silverlight, or VBscript. In another exemplary embodiment, a customizedClient/Server model could be used, where the Administration Server 100communicates to a server based application (an EXE and/or DLL, etc. . .. ), which would then communicate to a customized user-interfaceapplication (an EXE, etc. . . . ). In yet another example, a Server Sideapplication could be produced that would contain both the Server Sidefunctionality and the Client Side functionality, but then also provideClient Side interaction by emulating/replicating the Client Sideinterface out on to the Gaming Client 310. The Gaming Client 310 willnot actually produce the interface. Rather, the client would present aseries of images/interfaces that were transferred from theAdministration Server 100. This method's process is similar to atraditional terminal/emulator client-server application. In all of thesecases, the player always receives a unique and customized interface. Themultitude of game distribution methods are required to be able to servethe varying types of games and their methods of game play andinteraction. In one embodiment, the Gaming Client 310 will include auniversal controller (not shown) that allows the player to play varioustypes of games using the same controller. In another embodiment, eachtype of Gaming Client 310 will have its own type of game controlleroptions available. The Gaming Client 310 could further be identified bythe user of the Gaming Client 310. For example, the AdministrationServer 100 may know the Gaming Client 310 as a Player Gaming Client oras a Competitor Gaming Client. This list is not exhaustive and thoseskilled in the art will be aware of many modifications and variationsallowed by the present invention.

The Administration Server 100 is an open and flexible gaming platformthat can be used for real money wagering in legal gaming jurisdictionslike Nevada and Indian reservations. Similar to the Windows operatingsystem, which can act as a base platform and accept and run manydifferent types of applications, an open and flexible gaming platformcan act as a base platform for skill-based, and chance-based, gamescreated by various game developers (e.g., card game developers,skill-based game developers, chance-based game developers, etc.). Theserver can also be dynamically adjusted for localization requirementssuch as language, currency and legal issues.

In FIG. 1, a preferred embodiment of the present invention, theAdministration Server 100 includes a number of modules, such as: GamingOption Creation 210, Gaming Option Collection 218, Matching Engine 220,Game Administration 230, Tournament Administration 240, ResultsCalculation 250, and Risk Management 260. The Gaming Option Creationmodule 210 takes information from the Localization Data module 215 todetermine which games are available on the Administration Server 100.The Gaming Option Collection module 218 collects a selection of gamingoptions. The Matching Engine module 220 matches players on the system.The Game Administration module 230 oversees game play. The TournamentAdministration module 240 keeps track of multiple games in a tournament.The Results Calculation module 250 calculates results from games and howto distribute winnings. The Risk Management module 260 allows the systemto adjust game play based on specific risk factors. The server couldconsist of a single server or multiple servers. In the preferredembodiment, the Gaming Client 310 will communicate with theAdministration Server 100 and Gaming Server 320 throughout the entiregame play. Those skilled in the art will realize that many physicalvariations could be made to the number of devices used to create theAdministration Server 100.

After the game, paying winnings to the player can be done in a number ofways. Referring again to FIG. 1, a player could receive currency at anembodiment of the Gaming Client 310. Additionally, a player couldreceive a “Ticket-Out” that can be turned in for cash or tokens that canbe exchanged for cash or for play at another client. In one embodiment,such as a car racing game, a player could have selected a betting optionsuch as $1/second-won-by. In this embodiment, there could be a constantinteraction between the Gaming Server 320 and the Accounting Systems 350to record live payout information. For example, if a player is 5 secondsahead, he or she could have a monitor showing a $5 lead. As the leadchanges, the monitor reflecting the monetary bet could also change. Inthis embodiment, the game could stop if a player's lead reaches acertain predetermined value, or if the Accounting Systems 350 determinethat the player's account only has sufficient funds to cover the currenttotal. Many variations and modifications to completion and payout willbe required by various betting types and gaming options. Those skilledin the art will be aware of modifications the present invention toaccount for these situations.

For purposes of discussion, the present invention primarily usesexamples of systems and methods for skill-based gaming and skill-basedgames. This is in no way intended as a limitation of the presentinvention to only skill-based games. In the preferred embodiment, thesystem can support skill-based games as well as traditional card gamesor other chance-based games. Even though Poker, in the strictest sense,is not a skill-based game, there are many advantages for setting up thesystem to be able to run Poker in addition to skill-based games. Forexample, given that Poker and other card games are well known andaccepted in legal gaming jurisdictions, it is beneficial (although notrequired) for the system to be capable of serving as a platform forPoker style games. Moreover, by presenting a similar setup and feel tothe skill-based platform for skill-based and Poker style games, thesystem seems more familiar to players, making it easier to transition toskill-based gaming.

Referring now to FIG. 2, it illustrates exemplary software modules ofthe present invention. These modules are described according to theirfunction and could be grouped differently. As those skilled in the artunderstand, many of these functions could be combined together into onesoftware module and similarly, many of these functions could be dividedinto several different software modules. The functional modules arediscussed briefly with regard to FIG. 2 and in more detail with regardto the subsequent flow charts.

Referring first to the Player Interface module 270, it is aninput-output controller and serves as the interface for the player tointeract with the other modules. The module also directs communicationfrom other modules to the client. For example, the module could present,among other things, game options to the player and the game itself.

The second software module shown in FIG. 2 is the Gaming Option Creationmodule 210. This module is designed to create a list of the availablegame options. This module uses information about the location of theuser, such as legal jurisdiction and casino location, to determine whichgame options are presented to the player. The Player Interface module270 could access the Gaming Option Creation module 210 to present theplayer with a list of gaming options. For example, that list may includewhich games are available, such as Poker or 9-Ball. The list may alsoinclude the wager amounts available for each game. This is not meant tobe an exclusive list. A person having skill in the art will understandwhat other options would be appropriate.

The third software module shown in FIG. 2 is the Gaming OptionCollection module 218. This module is designed to collect a selectionfrom the list of gaming options presented to the player. For example,the Gaming Option Collection module 218 could access the PlayerInterface module 270 to receive which gaming options the playerselected. This is just one embodiment of the present invention. Thoseskilled in the art will understand modifications and variations of themodule consistent with the present invention.

The fourth software module shown in FIG. 2 is the Matching Engine module220. This module is designed to match players who wish to play a gametogether. It uses information obtained through the Player Interfacemodule 270 to find players that are compatible. Matching is discussedlater with respect to the subsequent flow charts.

The fifth software module shown in FIG. 2 is the Game Initiation module280. The game software may be located outside of the embodiment shown inFIG. 2. If the game software is located outside the system, the GameInitiation module 280 communicates information, including playerinformation and player selected options, to the game software. Themodule also connects the Player Interface module 270 with the gamesoftware. In the alternative, if the game software is located inside thesystem, the Game Initiation module 280 starts a game. After a game hasfinished, or during game play, the module reports information about thegame to the system. This information can be used later in calculatingwinnings and results.

The sixth software module shown in FIG. 2 is the Results Calculationmodule 250. At the end of a game, the system must determine whichobjectives each player achieved. This module uses information receivedfrom the Game Initiation module 280 in order to determine the gameresult. In some games, the result is simple, such as each hand of blackjack. In other games, such as Football, the result may be morecomplicated. In some embodiments, the Results Calculation module 250will receive the final result. In other embodiments, the ResultsCalculations module 250 will have to calculate the winner based onreceived game information.

The seventh software module shown in FIG. 2 is the Payout Determinationmodule 290. After the end of a game, each player may have some winnings.The operator of the game usually deducts an administrative fee beforepaying out winnings. This module takes information from the ResultsCalculation module 250 to determine each player's appropriate winnings.Winnings could be in many forms, including, but not limited to: points,credits, or hard currency. After determining the amount of winnings dueto the player, the Payout Determination module 290 initiates a payout tothe player. Depending on the type of winnings, the module maycommunicate to different systems. For example, if the player is toreceive hard currency, the Payout Determination module 290 may initiateanother system (not shown) to produce coins for the player. The ResultsCalculation module 250 and the Payout Determination module 290 worktogether to tabulate the results of a game or set of games and pay outany winnings due to a player.

The next software module in FIG. 2 is a Risk Management module 260. Thismodule could monitor player activity in order to prevent collusion orother prohibited or illegal behavior. For example, the Risk Managementmodule 260 may use account information in order to determine if someplayers are violating rules of the system. In one embodiment, the RiskManagement module 260 could monitor playing behaviors of users to detectpossible collusion. In another embodiment, the Risk Management module260 could determine which gaming options are available to the player.For example, in Solitaire tournaments where all players are given thesame starting board, the module could monitor to see if a certain groupof players are consistently playing in the same Solitaire tournaments.Similarly, in car racing games for more than two players, the modulecould monitor to ensure that a certain group of players aren'tconsistently competing in the same races in order to work together andreach an unfair advantage. In another embodiment, the Risk Managementmodule 260 may eliminate a player if the module detects prohibitedbehavior. For example, after a game, the risk management module mayeliminate a player before giving the player any winnings. In anotherexample, the module may eliminate the player during the game. None ofthese options are exclusive, a Risk Management module 260 consistentwith the present invention could include all or none of these examplefunctions and could include other functions as well. Many variations andmodifications of the functions of this module depending on the type ofgame and types of bets would be known to those skilled in the art basedon the present invention.

The last module shown in FIG. 2 is the Accounting module 295. All bets,funds transfers and other accounting functions could be handled throughthe Accounting module 295. The module could take care of debiting andcrediting a player's account. In an embodiment of the present invention,even receipt of funds from the player to start a game could be monitoredby the Accounting module 295. In yet another embodiment, the PayoutDetermination module 290 may direct the Accounting module 295 to creditthe player's account.

The examples provided herein are exemplary only. The explanation ofthese modules and their uses are merely indicative. A person skilled inthe art will recognize additional variations and embodiments.

Referring to FIG. 3, embodiments of the present invention are shown. Forexample, in one embodiment, a player could select both the game andstakes at the same time. If a player wants to play 9-Ball, he or shecould select that game and the stakes he or she wanted to play at ($1 or$5). The screens shown in FIG. 3 could be separate screens or a playercould be provided with numerous different games all within a specificbetting range. Additional variations and embodiments would be realizedby one of skill in the art.

Referring to FIG. 4, it shows yet another embodiment of the presentinvention. Again, this is a functional combination and not intended tobe an actual network design. The figure shows a different combination ofthe functional modules described in FIGS. 1 and 2. Again, thisembodiment is not intended to be limiting, but rather is intended tofurther explain an embodiment of the invention.

Note that the embodiments displayed in FIGS. 1, 2 and 4 are differentembodiments of the present invention. Those having skill in the art willunderstand possible variations of the invention beyond theseembodiments.

Overview of System

In FIG. 5, a flow chart represents broadly one method by which thepresent invention can conduct a game for a player. First, the systempresents a player with a list of player gaming options 1100. Once theplayer has made a selection from the list of player gaming options, thesystem collects that selection 1200. The system then matches the playerwith a competitor 1300 and collects a bet from the player 1400. Next,the system initiates a game based on the selection of player gamingoptions 1500. Finally, after the game has completed, the systemcompensates the player 1600. It is not necessary that the steps run inthis specific order. The steps may run out of order or be run in a loop.Additionally, the set of steps may run in a loop inside the largermethod. Finally, this listing of steps is not exhaustive. Anotherembodiment consistent with the present invention may have a more stepsor less steps. Those having skill in the art will understand possiblevariations of the invention beyond these embodiments.

Gaming Options

Gaming options are the parameters for a game. The system uses the gamingoptions to initiate the game for the player. For example, gaming optionsmay include: a game type, such as Poker, 9-Ball, chess, or a footballarcade game; a bet amount for a particular game type, such as $5 or 10points; a specific competitor to play against, where the competitor maybe identified in many ways, including but not limited to: consolelocation, account name, nick name, or record; or even a preset game,complete with bet and game type, such as a game of chess with a $5jackpot. This is not meant to be an exhaustive list. A person havingskill in the art will understand what other gaming options areconsistent with the present invention.

In one embodiment, a set of gaming options presented to a player couldbe referred to as Player Gaming Options, whereas a set of gaming optionspresented a competitor could be referred to as Competitor GamingOptions. These references are not limiting. Those skilled in the artwill understand how to refer to different sets of gaming options.

Before presenting a player with gaming options, the system determineswhich gaming options are available to the player. Referring to FIG. 11,the system could first create a list of legal gaming options in theplayer's location 1020. The list of legal gaming options might includelimits on wagers or types of games allowed, such as a $100 per handlimit on poker or a prohibition on any game except slots. The systemthen could remove any gaming options that are not available on thesystem 1030. Some operators of the system may wish to establish aminimum or maximum betting amount or may or may not have a license forcertain games such as a Football game. If the system is not authorizedto offer a type of game, then the player will not be able to select thattype of game as a gaming option. Once the system has determined the listof available gaming options, it presents the player with the list ofplayer gaming options 1100.

While determining gaming options, the system may manage risk bymodifying the available gaming options based on the possibility for aplayer acting illegally or in a prohibited way. The system may determinethat a number of players are sitting near each other and will limit theability to play a collaborative game among those players. Further, thesystem may keep records of past players based on data entered by aplayer, such as account information or other identifying features, suchas a frequent player card, a scanned driver's license, or a scannedcredit card. This list of entered data is not exhaustive. Those skilledin the art will understand how to receive identifying information abouta player. For example, referring to FIG. 12, the system could firstcollect past players and games played by past players 1060. It thencould determine whether a group of players play games together regularly1070. If a group does play together regularly, the system can adjust theavailable gaming options 1080. Finally, the system will present theplayer with a modified list of player gaming options 1100.

Gaming Option Selection

After a player is presented with a list of gaming options, the playerselects from the list of gaming options to start a game. The steps bywhich a player selects from the list of gaming options can be varied.The options herein described are merely exemplary; there are otherorders in which a player can be presented with, and select from, a listof gaming options.

In an embodiment, a player could first select the player's preferredgame type and then be presented with a list of competitors who are alsointerested in playing that game type. In another embodiment, a playercould select a general category, such as a Sports Type Video Gamecategory, and be presented with a list of competitors who are interestedin that category of game types. After selecting the game type or gamecategory, a player may be provided the opportunity to challenge anotherindividual player in a heads up one-on-one (peer-to-peer) match wherethe competitive environment is a skill-based game. The game could beanything from Solitaire to Chess to Football.

In yet another embodiment, a player could select to play a series ofgames. For example, if a player considered himself or herselfwell-rounded in many different games, that player could challenge acompetitor to a best two out of three where each game is a differentskill-based game. A player could also play a best two out of three usingthe same skill-based game. In yet another embodiment, instead of aseries type competition (best two out of three, best three out of five,etc.) the competition could be based on a total number of points betweena multiple game competition. For example, if players are playing Pong,each player could agree that the player with the highest point totalafter two events (rather than just one) is the winner. Many alternativesconsistent with the present invention will be realized by those skilledin the art. Variations on how to group players (such as by skill levelor experience or participation in an ongoing tournament) could also beused.

In yet another embodiment, the system could provide a player with theability to play the computer in a game of the player's choice (for afee, or for free) while the player waits for competitors willing tocompete.

In addition to the game and competitor, gaming option selection couldinclude betting ranges. Betting ranges could be pre-selected options bythe system, in which case, a player will select a betting range. In thealternative, a player could be allowed to select his or her acceptablebetting ranges. The betting ranges may also be determined by externalfactors, such as house stakes and local laws.

It is not necessary for a player to pick every possible gaming optionfor each game. In certain embodiments, a player may only pick one gamingoption.

Matching

In order to participate in a peer-to-peer competitive game, a playerneeds a game to play and a competitor. Referring again to FIG. 5, thesystem could select a betting range before presenting the player with alist of player gaming options 1100, or the player could select a bettingrange when the system collects the selection of player gaming options1200. For example, a player could first select a betting range and thenbe presented with a list of competitors in that betting range. Inanother example, a player could select a game to play, then a bettingrange, and then be presented with a list of competitors willing to playthe same game for similar amounts. Those skilled in the art will realizemany variations to the order of the steps consistent with the presentinvention.

In one embodiment, referring to FIG. 8, after collecting the selectionof player gaming options 1200, the system could collect at least oneselection of competitor gaming options 1310. The system would then matchthe player and competitor based on their respective gaming options 1320before collecting a bet from the player 1400 and initiating a game basedon the selected gaming options 1500. The system would match the playerand the competitor if their selections were compatible. In oneembodiment, a player's and at least one competitor's selections would becompatible if their selections were identical. In another embodiment, aplayer and at least one competitor would be compatible if theirselection of gaming options were closely related. In yet anotherembodiment, the system would create a list of compatible competitors.The list of compatible competitors would include all of the at least onecompetitors that are compatible with the player. Those skilled in theart will understand the many variations of matching players withcompetitors consistent with the present invention.

In an embodiment where players are allowed to select their ownacceptable betting ranges, the system would automatically determine whatplayers have betting ranges that overlap so that players are given alist of player gaming options that include options to play competitorswho are willing to play for an acceptable amount.

In another embodiment, a player could select a betting range beforeselecting a game and/or competitor. For example, a player who is willingto risk less could select a lower betting range such as $5-$50 so theyknow he or she will find competitors willing to play for lower amounts.Conversely, a player who is only interested in playing for largeramounts could select a higher betting range such as $200-500. Thebetting ranges presented here are exemplary only. One skilled in the artwill realize that betting ranges could vary and a betting range could besingle value rather than a range of values (e.g., players willing to bet$10, players willing to bet $20, etc.).

Negotiation

The present invention can also allow a player and competitor tonegotiate with each other, through the system, to determine how much tobet before playing. The bet could be of any value including a pointsstyle bet or a financial bet (e.g., money bet). In the preferredembodiment, a player and competitor will negotiate the bet beforeplaying the game.

In one embodiment, represented in FIG. 9, a player is presented with alist of competitors 1150. After the system collects the player'sselection of a competitor 1250, the system initiates contact between theplayer and the selected competitor 1350. Once contact is initiated, theplayer and competitor can negotiate selected gaming options (not shown).This negotiation may fail and the player can restart the process. If theplayer and competitor come to an agreement, the system collects theselected player gaming options 1200. Finally, the system collects a betfrom the player 1400 and initiates a game based on the selection ofplayer gaming options 1500. For example, in such an embodiment, thesystem could present a new player with competitors waiting for a game.This presentation may include chatting capability such that individualscan stir up competition. In addition, it may provide a list ofcompetitors such that a returning player can locate familiar names andchallenge those individuals. Similarly, as shown in FIG. 3, the systemcould provide a list of competitors with varying ranks and experienceand allow a player to challenge a given competitor. In addition, twoplayers who have been competing in one type of skill-based game (such asa sports type video game) could decide to keep competing against eachother but in a different skill-based game (such as a more intellectualtype game such as Chess or a different sports type video game).

In another embodiment, a player could negotiate the wager they wish tocompete for. In some embodiments, a player would negotiate the moneythey wish to compete for. In other embodiments, a player could negotiatefor points or some other non-monetary value. In this embodiment, theinterface will allow a player and competitors to communicate back andforth until they come to an acceptable bet. A player could be limited tobetting within the original range they selected, or could be given theability to negotiate for any amount.

In yet another embodiment, a player could negotiate the amount of pointsthey wish to compete for. This could be used in, among other things, atournament style of play where all players are originally assigned anequal number of points and the last player standing, or the player withthe most points after a certain amount of time, wins. Many points styledtournaments or competitions could be imagined by those skilled in theart consistent with the present invention.

Funds Receipt

Once the bet has been determined, the agreed upon bet can either bededucted from the player's account (this includes either points from apoints account or money from a cash account), or money can be depositedinto a “Cash In” device as the form of payment for the game. Inaddition, in some embodiments, the “Cash In” device could accept ticketsfrom “Ticket Out” devices that could have been turned into cash. Inanother embodiment, the device could accept tokens. The ability to usethe “Cash In” device allows for individuals to play the system withouthaving to register or set up an account. Alternatively, by registeringor setting up an account, players would have greater flexibility inusing the system. Incentives, such as frequent player bonuses, could beestablished to help promote registration and player loyalty. Inaddition, registration may be required for certain types of tournamentsor games, such as to prevent collusion or in order to track payouts fortax purposes or other legal issues.

Referring again to FIG. 5, in one embodiment, the system collects a betfrom a player 1400 before initiating a game 1500. This is not meant tobe limiting. The system may collect funds at a different point in theprocess. The system may also work off of an account, as discussed above.Those skilled in the art will realize many variations to the order ofthe steps and methods consistent with the present invention.

Game Play

The methods in which a game can be rendered to a player via a userinterface device can be accomplished in many different ways. Referringto FIG. 7, the system transfers player identification and at least thegame type to the gaming server 1510. Then the system connects the playergaming client and gaming server 1520 so that the player can play thegame (not shown). As the game is running or once the game is complete,the system collects results from the gaming server 1530. Thisinformation will be used to determine results and any possible winnings.Player identification could be the player's account, identification ofthe console that the player is operating, or other identifyinginformation. This list of possible player identifications is notexhaustive. Those skilled in the art will understand variations ofplayer identification consistent with the present invention.

In another embodiment not shown, the system also transfers competitoridentification to the gaming server. The system then connects thecompetitor gaming client to the gaming server. The types of competitoridentification would be the same as player identification.

In another embodiment not shown, the system includes a module to run thegame. The gaming client is initially connected to the system duringoption selection and the system initiates the game by running the gameitself. In this way, there is no communication with an external gamingserver.

Completion and Payout

Now referring to FIG. 6, to compensate the player, the system firstdetermines which objectives the player achieved in the game 1610. Thenit determines which objectives any competitors achieved in the game1620. The system then calculates any winnings for the player 1630 basedon objectives achieved and other information, including but not limitedto: the rules of the game, and any selected gaming options. Once theamount of winnings is calculated, the system initiates payment 1640. Inorder to effect payment, the system may compensate a player with tokens,a “Ticket-Out,” real money, or crediting the player's account. Thisexample is but one embodiment of the present invention. Those skilled inthe art will understand the modifications and variations possible tocompleting and compensating a player.

In the preferred embodiment of the present invention, the player iscompensated an amount of the player's winnings less an administrativefee. This fee may be masked so that the player does not ever see thetotal player winnings so that the player does not know that the winningsare reduced by the administrative fee. This fee could be given to theoperator of the game, the business where the game is located, thelicensee of the game, the licensor of the system, or another person.This list is not meant to be exhaustive. Those skilled in the art willunderstand other persons to whom an administrative fee will be paid.

Multi-Player Skill-Based Tournaments

The present invention also includes systems and methods to conductSkill-based Tournaments. Referring to FIG. 1, the TournamentAdministration module 240 oversees these tournaments. While thoseskilled in the art will realize many variations and modificationsconsistent with the present invention, for purposes of descriptionexemplary Skill-based Tournaments are described herein.

A tournament style of play provides players the opportunity to play thegames without having to challenge other players to a match and negotiatea fee. Tournament style of play additionally allows for an added dynamicof a “Many vs. Many” environment, which provides many additional optionsfor payouts and Tournament types.

In one exemplary embodiment, players could select tournament play and bepresented with a list of available tournaments, such as the following:

ID GAME PLAYERS BET 2032 Pool 6 out of 9 $0.50 2390 Pool 9 out of 9$5.00 2798 Pool 1 out of 9 $1.00 2109 Car Racing 8 out of 9 $10.00 2249Car Racing 2 out of 9 $100.00 . . .

From here, a tournament player, such as Player 1, can join any “Table”that is not full of players. For example, Player 1 could pick either“Table” ID 2109 or 2249 in order to play the Car Racing game. In thisembodiment, the Car Racing game could be a video type game that lookslike a standard car racing video game. In this example, ID 2109 has nine(9) “seats” at an entry fee of $10 per player with eight (8) playersalready seated and ready to play. Alternatively, if Player 1 wants toplay for a higher fee he or she could select ID 2249 at $100 a player.

If Player 1 selects ID 2109, Player 1 will be “seated” for thecompetition and Player 1's account will be deducted by $10.00.Alternatively, Player 1 could be asked to deposit $10 using the “CashIn” device. Various rules could be used to determine when theprecondition for the start of the tournament has been met. In someembodiments, the tournament could begin once nine players are seated. Inother embodiments, the tournament could begin at a predetermined time aslong at least two (2), or perhaps more, players are seated. Variousrules and variations consistent with the present invention could beused. While the collection of funds from a player could be performed atvarious points in the process, in the preferred embodiment, a player canonly hold a seat in the tournament with a complete entry fee.

Once funds have been collected from all players and the precondition forbeginning the tournament has been met, the players will be allowed tocompete in the “Game” of multiplayer Car Racing. For this embodiment,all nine (9) players in the tournament could be actively competingagainst each other in an interactive Skill-based gaming environment.Upon completion of the Car Racing game, the winning player or playerswould receive their winnings. The winnings could be determined byvarious methods. For example, after the house takes a cut of the pot, aset percentage could be paid to the first place winner, second placeplayer, etc. This could be as simple as the house taking 5%, the secondplace player receiving back his or her stake, and the first place winnerreceiving the remainder. Those skilled in the art will realize numerousmodifications consistent with the present invention.

After the game finishes, all players could be given the opportunity tostart a new multiplayer Car Racing game or to select a different game orthe same game but under different conditions. In one embodiment, arematch process could go on continuously as long as there are a minimumof two (2) players at a “Table” and both players have enough money intheir account or with them such that they can enter it into the “CashIn” device.

Numerous tournament types could be implemented on the system in thepresent invention. Exemplary tournaments are described herein.

Delayed Tournaments

In one exemplary embodiment, players are offered an opportunity to playin tournaments where players play a skill-based game, but not in a headsup one-on-one fashion, but as a single player trying to get the bestscore possible.

Delayed tournaments are tournaments in which all participants need toplay the game within a validity period. In one embodiment, thetournament could be limited to a fixed number of players. In anotherembodiment, the tournament could have no limit on the number of playersbut could require a certain minimum number of players to have playedduring a defined time period.

Referring now to FIG. 10, this figure demonstrates an exemplary methodfor a delayed tournament. First, a validity period for the delayedtournament is selected 1040. For example, in one embodiment, a DelayedTournament requires that five (5) players play a game within a 24 hourperiod from noon of one day to noon of the following day. The tournamentrequires an entry fee and the game is Pool. Adam, Brian, Chris and Davidare the first four (4) players to enter the tournament, pay the entryfee and post a score. Each of the four (4) players plays the game in“single player” mode. Each player is presented with the exact same Poolgame. The Tournament starts at 1 pm and Adam finishes his game at 1:10pm, Brian finishes his game at 2:30 pm, Chris at 3:43 pm and David at2:00 am the next day.

The delayed tournament is not finished yet because this tournament needsfive (5) total players. The system presents a player with a set of validgaming options 1160. So at 9:30 am, the system presents Eric with aDelayed Tournament that needs one more player. Then, the system collectsEric's selection of the tournament 1200, and the system collects his $2entry fee 1400. The system then initiates a game for Eric 1500. When hefinishes the game, the tournament is complete and the winners account ispaid right away 1660.

In one embodiment, if no fifth (5th) player joined the game before the24 hour time limit had elapsed, then all of the players would berefunded their money. In another embodiment, if no fifth (5th) playerjoined the game, the tournament would simply close and pay out accordingto the first four (4) players.

This delayed method of tournament game play allows the ability toprovide skill-based game play without the need of readily availableplayers to compete against at a specific time. Additionally, thistournament type allows for a defined and concise structure that allowsfor a varying selection of game options, end times, participants and alayer of strategy when picking tournaments to play.

Players can sit down at a machine, play their game, post a score andcheck their account later to see if they won or lost that tournament,all on their own schedule. In addition, in one embodiment, rather thanusing an account, players could still use the “Cash In” and “Ticket Out”device. For example, if a player does not set up an account they couldreceive a ticket that identifies the player as a specific participant inthe tournament. That ticket can then be used to check the tournamentstatus, and once the tournament is complete the ticket can have amonetary value depending on the outcome.

Jackpot Tournaments

This type of tournament is just a modification of a Delayed Tournament.In a Jackpot Tournament, there is no limit to how many players can playin the tournament, each player adds to the Jackpot, and when thetournament ends, the player with the best score is appointed the winner.Additionally, if there are enough players in a Jackpot tournament, otherplayers could be awarded winnings.

In one embodiment, a player can enter Jackpot Tournaments as many timesas he or she wants, paying the entry fee each time. In some embodiments,these types of tournaments many only allow a best score to qualify forwinnings. In other embodiments, players would be permitted to collectwinnings for multiple scores. Those skilled in the art will appreciateand understand modifications and variations consistent with the presentinvention.

In conclusion, the present invention provides, among other things, asystem and method for peer-to-peer gaming. Those skilled in the art canreadily recognize that numerous variations and substitutions may be madein the invention, its use and its configuration to achieve substantiallythe same results as achieved by the embodiments described herein.Accordingly, there is no intention to limit the invention to thedisclosed exemplary forms. Many variations, modifications andalternative constructions fall within the scope and spirit of thedisclosed invention as expressed herein.

What is claimed is:
 1. A method in a server for multi-player electronicgaming amongst a first player, and at least one other player, operatinga plurality of client devices in communication with the server, themethod comprising: receiving data representative of locations each ofthe plurality of client devices; causing a user interface to bedisplayed on respective display devices of each of the plurality ofclient devices; causing a list of one or more electronic games to bedisplayed on the respective display devices according to the datarepresentative of locations of each of the plurality of client devices;receiving, via the user interface of a first client device operated bythe first player, a selection of an electronic game from the list;receiving, via the user interface of at least a second client deviceoperated by the at least one other player, a selection of the electronicgame from the list; and initiating the electronic game on respectiveclient devices of the first player and the at least one other player. 2.The method of claim 1 further comprising determining a match between thefirst player and the at least one other player in response to receivingthe selection of a same electronic game from the first, and the at leasta second, client devices.
 3. The method of claim 2 further comprisingreceiving, via respective user interfaces of the first, and the at leasta second, client devices, bets from the first player and the at leastone other player, wherein determining the match is performed prior toreceiving the bets.
 4. The method of claim 3, wherein determining amatch between the first player and the at least one other playercomprises determining the match between the first player and the atleast one other player further in response to receiving respectiveselections of compatible bets, or bet ranges, from the first, and the atleast a second, client devices.
 5. The method of claim 1, whereininitiating the electronic game comprises initiating the electronic gamein response to receiving: the selection of the electronic game from thefirst client device, and the selection of the electronic game from theat least a second client device.
 6. The method of claim 1 furthercomprising receiving, via respective user interfaces of the first, andthe at least a second, client devices, bets from the first player andthe at least one other player.
 7. The method of claim 6, whereininitiating the electronic game comprises initiating the electronic gamein response to receiving the bets.
 8. The method of claim 6, whereinreceiving the bets comprises receiving, via the respective userinterfaces of the first, and the at least a second, client devices,respective selections of a bet amount, or a bet range, from the firstplayer and the at least one other player.
 9. The method of claim 1further comprising causing at least one of: a plurality of bet amounts,and a range of bets, to be displayed on the respective display devices.10. The method of claim 1 further comprising compensating at least oneof: the first player, and the at least one other player, with playerwinnings based on results of the electronic game.
 11. The method ofclaim 10, wherein compensating at least one of: the first player, andthe at least one other player, with player winnings comprises causingmonetary winnings to be paid to the at least one of: the first player,and the at least one other player.
 12. The method of claim 10 furthercomprising deducting a fee from the player winnings prior to performingthe compensating.
 13. The method of claim 1 further comprising setting amaximum value for a bet, or for a bet range, in the one or moreelectronic games according to the data representative of locations ofeach of the plurality of client devices.
 14. The method of claim 1further comprising, in response to receiving the data representative oflocations of each of the plurality of client devices, determining thatthe respective client devices are located in legal gambling locations orjurisdictions.
 15. A multi-player electronic gaming system comprising:at least one processor; and a memory in communication with the at leastone processor, the memory having stored thereon program instructionswhich, when executed by the at least one processor, cause one or moremachines to: determine current locations of a first client device and atleast a second client device; cause a user interface to be displayed onrespective display devices of the first, and the at least a second,client devices; cause a list of one or more electronic games to bedisplayed on the respective display devices according to the currentlocations of the first, and the at least a second, client devices;receive, via the user interface of the first client device, a selectionof a first player of an electronic game from the list; receive, via theuser interface of the at least a second client device, a selection of atleast one other player of the electronic game from the list; andinitiate the electronic game on the first, and the at least a second,client devices.
 16. The system of claim 15, wherein when executed by theat least one processor, the program instructions further cause the oneor more machines to determine a match between the first player and theat least one other player in response to receipt of the selection of asame electronic game from the first, and the at least a second, clientdevices.
 17. The system of claim 16, wherein when executed by the atleast one processor, the program instructions further cause the one ormore machines to receive, via respective user interfaces of the first,and the at least a second, client devices, bets from the first playerand the at least one other player, and wherein when executed by the atleast one processor to determine the match, the program instructionsfurther cause the one or more machines to determine the match prior toreceipt of the bets.
 18. The system of claim 17, wherein when executedby the at least one processor to determine the match, the programinstructions further cause the one or more machines to determine thematch between the first player and the at least one other player furtherin response to receipt of respective selections of compatible bets, orbet ranges, from the first, and the at least a second, client devices.19. The system of claim 15, wherein when executed by the at least oneprocessor to initiate the electronic game, the program instructionsfurther cause the one or more machines to initiate the electronic gamein response to receipt of: the selection of the first player of theelectronic game via the user interface of the first client device, andthe selection of the at least one other player of the electronic gamevia the user interface of the at least a second client device.
 20. Thesystem of claim 15, wherein when executed by the at least one processor,the program instructions further cause the one or more machines toreceive, via respective user interfaces of the first, and the at least asecond, client devices, bets from the first player and the at least oneother player.
 21. The system of claim 20, wherein when executed by theat least one processor to initiate the electronic game, the programinstructions further cause the one or more machines to initiate theelectronic game in response to receipt of the bets.
 22. The system ofclaim 20, wherein when executed by the at least one processor to receivethe bets, the program instructions further cause the one or moremachines to receive, via the respective user interfaces, respectiveselections of a bet amount, or a bet range, from the first player andthe at least one other player.
 23. The system of claim 15, wherein whenexecuted by the at least one processor, the program instructions furthercause the one or more machines to cause at least one of: a plurality ofbet amounts, and a range of bets, to be displayed on the respectivedisplay devices.
 24. The system of claim 15, wherein when executed bythe at least one processor, the program instructions further cause theone or more machines to compensate at least one of: the first player,and the at least one other player, with player winnings based on resultsof the electronic game.
 25. The system of claim 24, wherein whenexecuted by the at least one processor, the program instructions furthercause the one or more machines to compensate at least one of: the firstplayer, and the at least one other player, with player winnings bycausing monetary winnings to be paid to the at least one of: the firstplayer, and the at least one other player.
 26. The system of claim 24,wherein when executed by the at least one processor, the programinstructions further cause the one or more machines to deduct a fee fromthe player winnings prior to at least one of: the first player, and theat least one other player, being compensated with the player winnings.27. The system of claim 15, wherein when executed by the at least oneprocessor, the program instructions further cause the one or moremachines to set a maximum value for a bet, or for a bet range, in theone or more electronic games according to the current locations of thefirst, and the at least a second, client devices.
 28. The system ofclaim 15, wherein when executed by the at least one processor, theprogram instructions further cause the one or more machines to, inresponse to the determination of the current locations of the first, andthe at least a second, client devices, determine that the first, and theat least a second, client devices are located in legal gamblinglocations or jurisdictions.
 29. One or more non-transitory computerreadable media having instructions stored thereon that, when executed byone or more processors, cause at least one machine to: determine currentlocations of a first client device and at least a second client device;cause a user interface to be displayed on respective display devices ofthe first, and the at least a second, client devices; cause a list ofone or more electronic games to be displayed on the respective displaydevices according to the current locations of the first, and the atleast a second, client devices; receive, via the user interface of thefirst client device, a selection of a first player of an electronic gamefrom the list; receive, via the user interface of the at least a secondclient device, a selection of at least one other player of theelectronic game from the list; and initiate the electronic game on thefirst, and the at least a second, client devices.
 30. The one or morenon-transitory computer readable media of claim 29, wherein whenexecuted by the one or more processors, the program instructions furthercause the at least one machine to determine a match between the firstplayer and the at least one other player in response to receipt of theselection of a same electronic game from the first, and the at least asecond, client devices.
 31. The one or more non-transitory computerreadable media of claim 30, wherein when executed by the one or moreprocessors, the program instructions further cause the at least onemachine to receive, via respective user interfaces of the first, and theat least a second, client devices, bets from the first player and the atleast one other player, and wherein when executed by the one or moreprocessors to determine the match, the program instructions furthercause the at least one machine to determine the match prior to receiptof the bets.
 32. The one or more non-transitory computer readable mediaof claim 31, wherein when executed by the one or more processors todetermine the match, the program instructions further cause the one ormore machines to determine the match between the first player and the atleast one other player further in response to receipt of respectiveselections of compatible bets, or bet ranges, from the first, and the atleast a second, client devices.
 33. The one or more non-transitorycomputer readable media of claim 29, wherein when executed by the one ormore processors to initiate the electronic game, the programinstructions further cause the at least one machine to initiate theelectronic game in response to receipt of: the selection of the firstplayer of the electronic game via the user interface of the first clientdevice, and the selection of the at least one other player of theelectronic game via the user interface of the at least a second clientdevice.
 34. The one or more non-transitory computer readable media ofclaim 29, wherein when executed by the one or more processors, theprogram instructions further cause the at least one machine to receive,via respective user interfaces of the first, and the at least a second,client devices, bets from the first player and the at least one otherplayer.
 35. The one or more non-transitory computer readable media ofclaim 34, wherein when executed by the one or more processors toinitiate the electronic game, the program instructions further cause theat least one machine to initiate the electronic game in response toreceipt of the bets.
 36. The one or more non-transitory computerreadable media of claim 34, wherein when executed by the one or moreprocessors to receive the bets, the program instructions further causethe at least one machine to receive, via the respective user interfacesof the first, and the at least a second client, devices, respectiveselections of a bet amount, or a bet range, from the first player andthe at least one other player.
 37. The one or more non-transitorycomputer readable media of claim 29, wherein when executed by the one ormore processors, the program instructions further cause the at least onemachine to cause at least one of: a plurality of bet amounts, and arange of bets, to be displayed on the respective display devices. 38.The one or more non-transitory computer readable media of claim 29,wherein when executed by the one or more processors, the programinstructions further cause the at least one machine to compensate atleast one of: the first player, and the at least one other player, withplayer winnings based on results of the electronic game.
 39. The one ormore non-transitory computer readable media of claim 38, wherein whenexecuted by the one or more processors to compensate the at least oneof: the first player, and the at least one other player, with playerwinnings, the program instructions further cause the at least onemachine to cause monetary winnings to be paid to the at least one of:the first player, and the at least one other player.
 40. The one or morenon-transitory computer readable media of claim 38, wherein whenexecuted by the one or more processors, the program instructions furthercause the at least one machine to deduct a fee from the player winningsprior to the at least one of: the first player, and the at least oneother player, being compensated.
 41. The one or more non-transitorycomputer readable media of claim 29, wherein when executed by the one ormore processors, the program instructions further cause the at least onemachine to set a maximum value for a bet, or for a bet range, in the oneor more electronic games according to the current locations of thefirst, and the at least a second, client devices.
 42. The one or morenon-transitory computer readable media of claim 29, wherein whenexecuted by the one or more processors, the program instructions furthercause the at least one machine to, in response to the determination ofthe current locations of the first, and the at least a second, clientdevices, determine that the first, and the at least a second, clientdevices are located in legal gambling locations or jurisdictions.